I have problem with deconstructing the building. It is leaving power lines behind! And some red crosses that prevent me from building anything over it. I tried removing everything with bots, to no avail.

Vatharian wrote:I have problem with deconstructing the building. It is leaving power lines behind! And some red crosses that prevent me from building anything over it. I tried removing everything with bots, to no avail.

Fortunately, this is easily settled! If the mod here incorporated elements of the Treefarm hosted here https://github.com/Blu3wolf/Treefarm-Lite by Github, then it would need to comply with the license Treefarm is released under (GPL v3). The code in the Bio-Farm Github repository as of this commit https://github.com/TheSAguy/Bio_Farm/tr ... 7c3163c781 is not exclusive to the current Treefarm, but parts of it were present in the original treefarm by drs9999. Seeing as drs9999 gave blessing to all use of that original treefarm code, there is no problem, I think. While I think it would be polite and appropriate to credit drs9999 for the work in your mod, it is not technically required. Although I appreciate the vigilance of our moderation team in this regard!

Seeing as it uses intellectual property that was released for public use, I see no issue here presently.

Blu3wolf wrote:Fortunately, this is easily settled! If the mod here incorporated elements of the Treefarm hosted here https://github.com/Blu3wolf/Treefarm-Lite by Github, then it would need to comply with the license Treefarm is released under (GPL v3). The code in the Bio-Farm Github repository as of this commit https://github.com/TheSAguy/Bio_Farm/tr ... 7c3163c781 is not exclusive to the current Treefarm, but parts of it were present in the original treefarm by drs9999. Seeing as drs9999 gave blessing to all use of that original treefarm code, there is no problem, I think. While I think it would be polite and appropriate to credit drs9999 for the work in your mod, it is not technically required. Although I appreciate the vigilance of our moderation team in this regard!

Seeing as it uses intellectual property that was released for public use, I see no issue here presently.

- Updated 128 bit Tech Graphics.
- Recipe tweaks. Now Each log gives you 2 Seedlings, and each seedling grows into two logs.
- New by product from creating seedlings - Wood Pulp. You can burn it or turn it into Ash.

Trees grow slow. There is an alternative recipe that uses fertilizer and they will grow faster. If you're playing with Natural Evolution Buildings Mod, you get an option of Advanced Fertilizer that grows trees even faster.

Got unremovable ghost entities. Forgot about the command but a save reload fixed it. Good thing I had autosave and noticed the ghosts quickly.

Would be nice if the items replaced the treefarm items instead of making duplicates. Or it would have been nice before when I installed it and had treefarm buildings.

The cokery doesn't work with blueprints. It doesn't get added to it when you make the blueprint. Also, like treefarm mod, the cokery recipes are very slow.

It seems significantly slower than treefarm mod in tree/tile^2/s. I thought it would be slightly slower. If you have numbers on amount of tree generated compared to treefarm that would be nice to know. I'm using fertilizer. I don't have access to advanced fertilizer since I don't want the NE mod.

Other than that, thanks for a mod that doesn't destroy my fps but still lets me make wood and coal. Treefarm was cool with how it dealt with tree growing and farming, but it just wasn't written efficiently enough to work out. Maybe it could be improved, but until then I'll use this. And wood pulp is a nice addition, even though it doesn't yield that much coal for those big volumes.

Ghost entity problem should be fixed for all new farms, might still be there on existing farms if you built it before Version 1.
Some minor tweaks to some recipes. Takes a little more charcoal to make coal and more coal to make coke-coal.

The cokery can't be a part of blueprints. Also it's very slow so you need a huge amount of them if you want to get lots of coal and use up your wood. I don't think a nerf is really needed, haven't calculated space needed for x coal per second yet though.